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<div class="title">engine/include/GlslProgram.h</div>  </div>
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<div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">//</span>
<a name="l00002"></a>00002 <span class="comment">//  GlslProgram.h</span>
<a name="l00003"></a>00003 <span class="comment">//  qsculpt</span>
<a name="l00004"></a>00004 <span class="comment">//</span>
<a name="l00005"></a>00005 <span class="comment">//  Created by Juan Cabral on 1/15/12.</span>
<a name="l00006"></a>00006 <span class="comment">//  Copyright (c) 2012 plastilinaware. All rights reserved.</span>
<a name="l00007"></a>00007 <span class="comment">//</span>
<a name="l00008"></a>00008 
<a name="l00009"></a>00009 <span class="preprocessor">#ifndef qsculpt_GlslProgram_h</span>
<a name="l00010"></a>00010 <span class="preprocessor"></span><span class="preprocessor">#define qsculpt_GlslProgram_h</span>
<a name="l00011"></a>00011 <span class="preprocessor"></span>
<a name="l00012"></a>00012 <span class="preprocessor">#include &quot;GlslShader.h&quot;</span>
<a name="l00013"></a>00013 
<a name="l00014"></a><a class="code" href="class_glsl_program.html">00014</a> <span class="keyword">class </span><a class="code" href="class_glsl_program.html">GlslProgram</a>
<a name="l00015"></a>00015 {
<a name="l00016"></a>00016 <span class="keyword">public</span>:
<a name="l00017"></a>00017     <a class="code" href="class_glsl_program.html">GlslProgram</a>();
<a name="l00018"></a>00018     
<a name="l00019"></a>00019     ~<a class="code" href="class_glsl_program.html">GlslProgram</a>();
<a name="l00020"></a>00020     
<a name="l00024"></a>00024     GLint <a class="code" href="class_glsl_program.html#a9b552a42b2728f184b6eda8654965dff">programID</a>() <span class="keyword">const</span>;
<a name="l00025"></a>00025     
<a name="l00029"></a>00029     <span class="keywordtype">bool</span> link();
<a name="l00030"></a>00030     
<a name="l00034"></a>00034     std::string buildLog();
<a name="l00035"></a>00035     
<a name="l00041"></a>00041     <span class="keywordtype">void</span> <a class="code" href="class_glsl_program.html#a43e99a0c03a56ae78fe54d7dd30b4d8e">attachShader</a>(<a class="code" href="class_glsl_shader.html">VertexShader</a> * shader);
<a name="l00042"></a>00042     
<a name="l00048"></a>00048     <span class="keywordtype">void</span> <a class="code" href="class_glsl_program.html#a43e99a0c03a56ae78fe54d7dd30b4d8e">attachShader</a>(<a class="code" href="class_glsl_shader.html">FragmentShader</a> * shader);
<a name="l00049"></a>00049     
<a name="l00056"></a>00056     <span class="keywordtype">void</span> <a class="code" href="class_glsl_program.html#a89c40e2d1ce78a995dfd5fe6b3e17771">useProgram</a>();
<a name="l00057"></a>00057     
<a name="l00064"></a>00064     <span class="keywordtype">void</span> <a class="code" href="class_glsl_program.html#a23f4e3fd64787e4e83d6409d056757ad">releaseProgram</a>();
<a name="l00065"></a>00065     
<a name="l00069"></a>00069     <span class="keywordtype">void</span> <a class="code" href="class_glsl_program.html#a8be642fb207c3f247edc72c2c4e6b4c2">bindAttributeLocation</a>(GLuint index, <span class="keyword">const</span> std::string &amp; name);
<a name="l00070"></a>00070     
<a name="l00081"></a>00081     GLint <a class="code" href="class_glsl_program.html#a6e393287fb3043d6896ace9c8c12df64">uniformLocation</a>(<span class="keyword">const</span> std::string &amp; name);
<a name="l00082"></a>00082     
<a name="l00091"></a>00091     <span class="keywordtype">void</span> <a class="code" href="class_glsl_program.html#a198084b53bb385bf026111ed8c0b3d51">setUniform</a>(GLint index, <span class="keywordtype">int</span> val);
<a name="l00092"></a>00092     
<a name="l00101"></a>00101     <span class="keywordtype">void</span> <a class="code" href="class_glsl_program.html#a198084b53bb385bf026111ed8c0b3d51">setUniform</a>(GLint index, <span class="keyword">const</span> Eigen::Vector2i &amp; val);
<a name="l00102"></a>00102     
<a name="l00111"></a>00111     <span class="keywordtype">void</span> <a class="code" href="class_glsl_program.html#a198084b53bb385bf026111ed8c0b3d51">setUniform</a>(GLint index, <span class="keyword">const</span> Eigen::Vector3i &amp; val);
<a name="l00112"></a>00112     
<a name="l00121"></a>00121     <span class="keywordtype">void</span> <a class="code" href="class_glsl_program.html#a198084b53bb385bf026111ed8c0b3d51">setUniform</a>(GLint index, <span class="keyword">const</span> Eigen::Vector4i &amp; val);
<a name="l00122"></a>00122     
<a name="l00131"></a>00131     <span class="keywordtype">void</span> <a class="code" href="class_glsl_program.html#a198084b53bb385bf026111ed8c0b3d51">setUniform</a>(GLint index, <span class="keywordtype">float</span> val);
<a name="l00132"></a>00132     
<a name="l00141"></a>00141     <span class="keywordtype">void</span> <a class="code" href="class_glsl_program.html#a198084b53bb385bf026111ed8c0b3d51">setUniform</a>(GLint index, <span class="keyword">const</span> Eigen::Vector2f &amp; val);
<a name="l00142"></a>00142     
<a name="l00151"></a>00151     <span class="keywordtype">void</span> <a class="code" href="class_glsl_program.html#a198084b53bb385bf026111ed8c0b3d51">setUniform</a>(GLint index, <span class="keyword">const</span> Eigen::Vector3f &amp; val);
<a name="l00152"></a>00152     
<a name="l00161"></a>00161     <span class="keywordtype">void</span> <a class="code" href="class_glsl_program.html#a198084b53bb385bf026111ed8c0b3d51">setUniform</a>(GLint index, <span class="keyword">const</span> Eigen::Vector4f &amp; val);
<a name="l00162"></a>00162 <span class="keyword">private</span>:
<a name="l00163"></a>00163     GLuint progId_;
<a name="l00164"></a>00164 };
<a name="l00165"></a>00165 
<a name="l00166"></a>00166 <span class="preprocessor">#endif</span>
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